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Fezzikthedoor
August 27th, 2007, 09:54 AM
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Unit Strategy Review
Unit: Morsbane
Author: Fezzikthedoor (with thanks to my Sewing Circle)

With the flurry of Elven characters that will be arriving at our doors via Housemouse special delivery, it seems like a good idea to go back an examine a unit that has been much maligned in the Heroscape community as being one that sparks speculation that the designers temporarily forgot that the game is won by destroying the enemy, not by crippling them. I speak, of course, of Morsbane. “Never wound what you can’t kill”, the old saying goes, and one cannot help but think that it was crafted specifically for this elf wizard. He may be getting a boost in wave 8 with the release of Ulginesh, but what exactly is Morsbane’s place in your Army? Is the hundred points you spend to draft him ever worth it considering the more destructive units you could put into your roster for that cost? Read on, and then you decide.

Let’s take a look at the elf’s stats:

Analyzed Statistics
Cost - 100 – Knight Class Unit
Size - Medium - Vulnerable/Concealable
Life - 6 – Robust
Move - 5 – Average
Range - 1 - Close Range
Attack - 3 - Average
Defense - 2 – Poor
Rod of Negation – 20% chance to remove all abilities of unique hero or squad – subreliant; 5% chance of automatic destruction – longshot

In-Depth Analysis

Each unit is complex, and must be well analyzed to be truly understood. For Morsbane, let us begin with his cost. By cost, we refer mostly to his value in points, but also to his importance in your army. To simplify analysis, Agatagary has created several categories of cost, based off of chess, for comparison and nomenclature. For reference,

Pawn class (expendable, units that can be useful, but are not worth enormous trouble to protect)
Bishop class (more useful than a pawn, but still somewhat expendable)
Knight class (units that are interestingly powerful and can have a significant impact on the game in of themselves. It is advisable that they be kept alive, but if absolutely necessary they may be sacrificed)
Rook class (units that almost inevitably have a significant impact on the game, and whose death should be avoided as much as possible)
Queen class (devastatingly powerful or important units that should be protected at all costs)

Class:
Morsbane is a Knight Class unit who, like his archenemy, Sudema, you must be prepared to sacrifice should the situation demand it. Unlike the Undead Queen, though, his life of 6—among the highest in the game for single based heroes—will allow him to survive more risky situations than she could ever hope to. It is his Rod of Negation ability that truly propels him into the ranks of Knighthood: since you can have only up to 3 successes with this power (excluding a lucky roll of 20) it is in your best interests to keep him alive to use all three of his negation markers. Of course, he generally won’t get to use all of them, but if you have drafted him you should give him every opportunity.

To examine the Morsbane's core stats, we will break them up into two categories – offensive ability and survivability. We will start with his offense.

Offense:
With a range of just 1, Morsbane is obviously a close combat unit, though his average attack rating of 3 reveals his fighting abilities to be more defensive than offensive in nature. His normal Threat Range (Move+Range) is only 6, although the Rod of Negation increases that to 11. It is safe to say that few opponents will feel terror strike deep in their hearts from the menace of hand-to-hand with Morsbane. Still, most opponents will expect you to always hang back with him, relying solely upon the Rod of Negation ability; while this can be the primary plan, don’t neglect to take advantage of his fighting prowess and his…

Survivability:
Morsbane’s survivability is hampered by two factors: his low defense of just 2—so painfully typical to elven units—and the fear that all d20 powers inspire in an opponent. Like so many “automatic destruction” units, Morsbane’s presence on the battlefield is enough to change the tactics of an enemy, at least to a small degree. Conversely, Morsbane has two things going in his favor: first, his 6 points of life enable him to take a round or two of serious punishment…and he will take some punishment with that low defense. Secondly, while he may carry an invisible target on his back, it is not as big as the one on other units with similar abilities such as Sudema, Braxis, Dead-Eye Dan, or Grimnak. The Rod of Negation ability, while it may change the game, is often seen as nothing more than an unlikely inconvenience. Morsbane will be a priority target for your opponent, but not the priority target.

The Rod of Negation:
What really sets Morsbane apart from any other unit in the game, and probably the reason you’re thinking about drafting him, is his Rod of Negation special ability. As mentioned in the stat section, this ability gives a 5% chance of automatically destroying an enemy of any size and a 20% chance of removing all the special powers of the affected unit or squad. The former outcome is nice if triggered on a hero, less so if activated against a squad member, but is so unlikely that it should essentially be ignored (but not forgotten); the latter, however, is the elf’s bread and butter.

For most units, a subreliant ability that activates only 20% of the time is not one that you should draft a unit for, but let us be perfectly honest: there is no other reason to draft Morsbane. If you are willing to take your chances, a single roll of the twenty-sided die can change the outcome of the whole game.

Although it only works on unique figures, the Rod of Negation can target any unit within 6 clear spaces, which is a range as long as the best support auras. It may only be successfully used 3 times during the course of the game, although it may be attempted after every activation of Morsbane, at the end of his turn (Full disclosure: I played with Morsbane for the better part of eight months before a friend pointed it out to me…needless to say, my opinion of him went up after that). All these factors—the range, the limited use, and the timing of the die roll—will influence our strategy with him, and will be discussed below.

I believe we can separate Morsbane’s potential targets into three broad catagories: those that will be neutered if their powers are negated, those that will be crippled, and those that will simply be wounded.

*Neutered
These units have relatively low base stats or rely so heavily upon their special abilities that successfully using the Rod of Negation makes them essentially worthless for the rest of the game. They include, but are not limited to, units such as: Deadeye Dan, Deathwalker 7000, the Elite Onyx Vipers, Grimnak, Hatamoto Taro, Isamu, Khosumet, Krug, Mimring, the Nakita Agents, Raelin, Sudema, and Taelord. If playing a mixed Marvel/Classic game, the Red Skull would also fall into this category.

Krug is the perfect example of a Neutered unit. With an attack rating of just 2 and a defense of only 3, devoid of his Double Swing and Wounded Attack, Krug will fall quickly. In fact, Morsbane might be able to take him down himself!

*Crippled
These units have moderate base stats or are not as dependent upon their special abilities as the Neutered units. While using the Rod of Negation can be highly useful, you’ll still need to deal with them using caution and serious force. They include, but are not limited to, units such as: Agent Carr, Brunak, Concan, Crixus, Cyprein Esenwein, Deathwalkers 8000 and 9000, Gurei-Oni, Kaemon Awa, Majors Q9 and Q10, the Samurai squads, Sgt. Drake Alexander, and Sonlen. If playing a mixed Marvel/Classic game, Spider-man falls into this category.

Let me use Brunak to illustrate a Crippled unit. He still has a strong attack rating of 4, and his defense of 7 will still be difficult to pierce. He can no longer mow down your single-life squads since you have robbed him of his Blood Hungry Special Attack, though, and the other task he is often used for—carrying others—is also denied him. And let’s not forget his newfound vulnerability to lava! A Crippled unit is still a threat, but by using the Rod of Negation you have severely restricted your opponents strategic possibilities.

*Wounded
These units have high base stats and are a terror on the battlefield regardless of whether they have access to their special abilities. Using the Rod of Negation on these enemies may be a good idea depending upon the situation, but you must realize that you’re still going to have a long fight ahead of you. They include, but are not limited to, units such as: the Airborne Elite (since they will have already dropped), Charos, Jotun, Ne-Gok-Sa, Nilfheim, Sgt. Drake Alexander SOTM, Spartacus, Su-Bak-Na, and the Venoc Warlord. If playing a mixed Marvel/Classic game, every unit except for Spider-man and the Red Skull fall into this category…in other words, if the opponent has more than one Marvel Hero, it might be a good idea to leave Morsbane in the box!

Jotun is a fine example of a Wounded unit. While the loss of Wild Swing might make him more vulnerable to swarming enemies, his high life, monstrous attack rating, and fast movement insure that he can still wreck havoc on his enemies. Target these types of resilient units only when it serves a specific purpose; in this case, you may well wish to swarm Jotun without the threat of multiple casualties per turn.

Strategy:
Strategy with Morsbane starts before he has even been placed on the board, during the draft. Has your opponent already invested half his draft points into units that the Rod of Negation ability will only reduce to wounded? Has he made no effort to hide that he is going to drown you in a tidal wave of Deathreavers (oh, if only the Rod of Negation could be used on common units…) or turtle across the board on the backs of the 4th Massachusetts Line? Will you be facing down the combined green-skinned menace of the Hulk and the Abomination? If so, don’t bother with Morsbane; he will be a waste of points that are better spent elsewhere.

On the other hand, if the player across from you has selected two or three units that fall within the Crippled category a counter-draft of Morsbane might be a good idea. Even a single unit from within the Neutered category might be reason to draft the elf. If said player is building an ork horde that includes those old standbys, Mimring and Krug, it is almost a requirement.

A question that has yet to be answered is one I posed in the introduction: why take a unit that is designed to cripple instead of kill? Assuming you have the points available, most players would rather use Sudema instead of Morsbane; after all, a dead target is surely better than a live target. While it may seem impossible, the Rod of Negation is actually a superior ability to Stare of Stone, Chomp, or Sharpshooter in one very important way: its effect on Unique Squads.

What happens when you use a killing ability on, say, a Krav Maga Agent? The agent may die, but the other two remain, and are in a position to wreak more damage. What happens, then, if you use Rod of Negation on a Krav Maga Agent? Suddenly, all agents lose their protection, and are vulnerable to all attacks-rendering their primary advantage over other ranged units completely useless. What happens when you negate a Tagawa Samurai? A Ninja of the Northern Wind? A Marro Warrior? Almost all unique squad figures rely heavily on their special abilities. Without Berserker Charge, the Tarn Viking Warriors would be a predictable, slow moving rabble rather than the unpredictable annihilators that they usually are. Without Counterstrike, the Izumi Samurai are nearly useless, either as attackers or defenders.

The most important difference that Rod of Negation has to automatic destruction abilities is the fact that the Rod of Negation affects ALL units in a squad, rather than the one targeted. This "negates" many strategies, such as the one that many people like: splitting up squad members. This strategy takes advantage of the independence from each other that most unique squad figures enjoy, allowing you to severely strain enemy order initiative. Against an instant kill ability, you might be able to take out one of the squad figures, but the others would still be able to wreak havoc. If you negate the figure, however, it cripples the entire squad, regardless of where the other figures are on the board.

What does all of this mean for Morsbane? It means that he alone is perfectly poised to be a unique squad-killer, in spirit if not in function. With the Rod of Negation, Morsbane can cripple an entire unique squad in a single turn. The fact that almost all unique squads rely heavily on their abilities makes this power even worse. Here is an interesting coincidence: most armies contain one or two unique squads, and few contain more than three. It is almost as if the designers intended Morsbane to be used as an anti-unique squad figure; perhaps they did—interestingly, most unique squads (once crippled) can be easily taken out by an attack value of three.

The average Heroscape scenario has 10 full rounds, which means that you will have a total of 30 activations to divide between your army cards. If he were to survive the whole game and you were to place 1/3 of your order markers on Morsbane you should, on average, expend only two of your negation markers. Am I saying that you should use him that much? Well, that depends on the game; I simply wanted to illustrate that while it is a good idea to preserve this Knight class unit for as long as possible, unless you hit a hot streak you are unlikely to run out of negation markers. If you are close to a less than optimal target for your Rod of Negation, don’t hesitate to try it—chances are you won’t be regretting it later.

Morsbane’s Rod of Negation also happens to be rolled at a strange time compared to many other unit’s special powers. Instead of moving, trying the power, then attacking (or using the power in lieu of attacking) you instead get to move him, attack, and then target any enemy you can see, regardless of hit zone. This gives the Rod of Negation an effective range of 11 spaces, an impressive danger radius for the enemy. In addition, you can also take a swing at a pesky “tie up” unit that is within range; Morsbane’s 3 attack, while not spectacular, can certainly bludgeon the occasional squad unit into submission.

Before offering specific suggestions on how to use Morsbane, let me offer a disclaimer—unlike the accomplishments of the other hard-working authors of these strategy guides, I confess that I am unlikely to reinvent the wheel in regards to Morsbane tactics; the truth is that I will only be talking about what everyone already knows: you need to get him into position to use the Rod of Negation as often and as efficiently as possible. There are three ways to do this, and if I’m lucky I might give you one you haven’t thought of using yet.

*Pick and Choose
This is the most common way of using Morsbane. It consists of moving him to an optimal position, usually near a large engagement or a high point near the middle of the map, and leaving him to sit. Once in this roost, you place one order marker on him each round in an attempt to influence the battles raging around him. If the enemy sends a force out specifically to eliminate him he falls back behind the protection of the front lines until it is safe for him to find a new safe perch. This tactic is often used in conjunction with Brunak or Theracus, effectively increasing his deployment capability on the battlefield. Your opponent is forced to wonder, “Is that order marker on Morsbane an X or a 3?” if you moved Morsbane with Carry earlier in the round. Remember that such a bluff still places him in position for later rounds.

*Rider on the Swarm
As everyone knows, the Deathreavers are, by far, the most annoying swarm squad to face off against. With Morsbane, they become not only a nuisance but also a real threat. If you are able to tie up the enemy with a squad or two of the Deathreavers it becomes quite easy to keep them that way using the Deathreavers’ Scatter power. Since you may re-engage the enemy with the small soulborgs without having to place your unit markers on them (provided your opponent attacks them, and if not, they remain stationary in any event) you can instead focus on activating Morsbane to Negate the abilities of those engaged units. Should the enemy bring in ranged re-enforcements in the meantime, Morsbane is tough enough to take a few hits while continuing his efforts. This method of play can be used with any swarm-style unit, or can you can simply keep Morsbane in reserve as a mid-game figure who doesn’t get involved until your first wave has engaged the enemy.

*Sucker Punch
This is the riskiest way to use Morsbane, although it has been, in my experience, quite successful. Since the Rod of Negation is a special ability and not a special attack, Morsbane can be engaged with one enemy and attempt to Negate the powers of another. This has a couple of applications on the battlefield. If you are attempting to get within Rod of Negation range of a support unit or one that is generally kept on the back lines during the early or mid-game Morsbane’s high life allows him to leave an engagement without too much fear of a disengagement strike. This maneuver can catch an opponent off guard—at least the first time—and allow you a chance to change the tenor of the remaining battle. Of course, this type of risky maneuver, one that will likely leave Morsbane out on his own, should only be tried if the target is one who can be Neutered, or is so important to the overall effort of the enemy that Negating them will disrupt your foe’s battle plan.

The other application of this strategy is similar, but focuses more on ranged units. Once again, you may allow Morsbane to get tied up. Once this happens, especially if it is with a weak attack squad such as the Deathreavers or a counterstriking samurai unit, your opponent will often feel safe enough to move a unit with a ranged attack closer to take a shot. The moment he does this, either try to Negate that unit or, if necessary, disengage so that you can get close enough to do so. There is not a single unit in the game that has a range greater than 11. In other words, while they think that they were moving in to perform the coup de grâce on the distracted elf wizard, they have instead made that unit a ready target for the Rod of Negation.

Units to avoid:
Zombies of Morindan: Their status as common squads makes them immune to the Rod of Negation, and his 6 life does him almost no good with that abysmal defense of only 2. They might have to chew on him a little bit more, but in the end, Morsbane will end up as zombie food. To add insult to injury, as a medium size figure, he’ll fuel their Zombies Rise Again special ability.

Gladitrons: A common squad as well, these soulborgs will remove the Sucker Punch from your options of attack and keep you in place while ranged units abuse Morsbane’s low defense. You can fight your way out of an engagement with one, but it may take a few attempts. If the enemy is smart he’ll stay more than 6 spaces away, thereby effectively taking Morsbane out of the game.

Venoc Vipers: Yet another common squad that you cannot use Rod of Negation on, the Venoc Vipers are quick and lethal. If you are targeted by a pack of three Morsbane can be brought down in two turns, assuming they aren’t able to Frenzy. If they do, he’ll probably die in one turn.

Tagawa Samurai Archers: A ranged attack equal to his defense, counterstrike, and the inability to use the Rod of Negation on them? Yes, better to give the Tagawa Samurai Archers a wide berth.


For additional information see the Book of Morsbane (http://www.heroscapers.com/community/showthread.php?t=8409)

Aldin
August 27th, 2007, 01:29 PM
One thing I love about these review articles is the desire they generate to grab old figs and put 'em in play. Sadly, I don't own Morsbane so it ain't gonna happen. Impressive review. I was a little surprised not to see his synergy with Raelin listed. Six life with a four defense has some staying power. Raelin/Morsbane/Rats feels pretty scary from a bogged down perspective.

~Aldin, adding a couple squads of Minions and Marcu to complete the deal

Fezzikthedoor
August 27th, 2007, 01:46 PM
One thing I love about these review articles is the desire they generate to grab old figs and put 'em in play. Sadly, I don't own Morsbane so it ain't gonna happen. Impressive review. I was a little surprised not to see his synergy with Raelin listed. Six life with a four defense has some staying power. Raelin/Morsbane/Rats feels pretty scary from a bogged down perspective.

~Aldin, adding a couple squads of Minions and Marcu to complete the deal

I can't cover every base, baby! That's what the rest of you are for. Very good point about Raelin, ect. Borrow a Morsbane and go for it!

-Fezzik, looking desperatly on his keyboard for the key that has the little wiggly thing in front of Aldin's name

Sisyphus
August 27th, 2007, 01:54 PM
Units to avoid: any common figure.

jcb231
August 27th, 2007, 01:55 PM
If you plan on keeping Morsbane alive, any number of defense boosters are helpful. Acolarh or Kyntella Gwyn should prove useful as a team-mate for him when using Ulginesh.

Fezzikthedoor
August 27th, 2007, 01:55 PM
Units to avoid: any common figure.

LOL! I almost put that, but decided against it at the last minute...but yeah, pretty much.

Gdawg4
October 26th, 2007, 10:19 AM
Another figure Morsbane works very well aganst is Thanos provided you are playing a 1000+ point game. In a large game such as this Thanos usually comes back to life 2-5 times and having him nagated is very useful.

Bloody the Marro Stinger
October 26th, 2007, 12:59 PM
Another figure Morsbane works very well aganst is Thanos provided you are playing a 1000+ point game. In a large game such as this Thanos usually comes back to life 2-5 times and having him nagated is very useful.
Marvel units are never considered while making guides (almost never, anyways).

Taeblewalker
October 26th, 2007, 02:24 PM
Another figure Morsbane works very well aganst is Thanos provided you are playing a 1000+ point game. In a large game such as this Thanos usually comes back to life 2-5 times and having him nagated is very useful.
Marvel units are never considered while making guides (almost never, anyways).

True, but gee whiz, Morsbane is like a land mine for units that expensive!

C.R.U.D
October 26th, 2007, 08:59 PM
Great article fezzik :thumbsup:

Silver1327
October 27th, 2007, 12:31 AM
Would the Marro Hive also fall into the Neutured category?

Taeblewalker
October 27th, 2007, 10:52 AM
Would the Marro Hive also fall into the Neutured category?

What, with that awesome Attack of 1?!

:lol:

I'd say definitely yes.

Fezzikthedoor
October 27th, 2007, 11:24 AM
What the h-e-double-L?

I replied to that post, and also said "thanks" to C.R.U.D. I don't think I had the dreaded p s y anywhere in there, so I dunno what happened. But, yeah, what Taeblewalker said.

And thanks for the thumbs up, C.R.U.D.

Roufus
November 7th, 2007, 02:11 AM
I like these articles, I didn't discover them until last week, and after reading the first one, I immediately tried to find one for Morsbane.

I knew that if used properly, his negation would be put to better use. My suspicious proved correct. I noticed that he could do the 'sucker punch' aspect a while back and have since been putting him into the fray more than most people who actually try to use him.

Good work!

Oyhedwig
January 3rd, 2008, 03:15 PM
I'd like to point out that it is interesting that folks have a "why cripple when you can kill a unit" attitude about Morsbane, yet he is very often on the "units to avoid" section of the strategy articles. He's decent, and against some figures, devastating.

Jexik
January 3rd, 2008, 06:08 PM
I'd like to point out that it is interesting that folks have a "why cripple when you can kill a unit" attitude about Morsbane, yet he is very often on the "units to avoid" section of the strategy articles. He's decent, and against some figures, devastating.

The 'Why cripple when you can kill?' line is probably quoting spider's power ranking (http://heroscapers.com/community/showthread.php?t=6171&start=0) thread.

I think it's largely because he's not as useful against much of what is popular in the tournament scene, like massive amounts of Common squads.

Sure, it can be huge if he negates Krug or Nilfheim or Cyprien, but he might just be lunch too, or he might fail his attempts numerous times while your opponent is making 3-5 attacks per turn.

What's he going to do against Deathreavers? 4th Mass? Stingers? Knights? Minions? He works pretty well against lots of other underrated units, because he negates their fancy special powers.

The way I see it, the goal behind the Unit Strategy Reviews is to dispel the myth that every game that you play with your friends needs to be played with the 4 same A+ units that are agreeably awesome in tournament play. In a drafted game, or one game against your friend, you don't need to have the most reliable units ever. I'm not here to tell you that you're stupid for not putting Omnicron Snipers (http://www.heroscapers.com/community/showthread.php?t=12444) on height and then shooting enemy heroes, we're here to remind you of underused units and in which circumstances you might try them out again.

You can play Dünd (http://www.heroscapers.com/community/showthread.php?t=10568) or Morsbane because you think they're cool, and we'll help give you fun ideas to try out with them. And you might just wipe that smile off that smug Q9 player's face when you negate him or tear him apart with Anubian Wolves (http://heroscapers.com/community/showthread.php?t=14285).

Oyhedwig
January 3rd, 2008, 06:32 PM
Very true about the commons. Morsbane is useless against them.
But I do love negating Braxas or Grimnak or Q9 or you know what I mean.

The Unit Strategy Reviews are easily my favorite section of these forums.
Ever since I joined up here, I always looked for these type of posts. I've said it before, but again, you guys do outstanding jobs writing these up.

The Super Atheist
January 4th, 2008, 09:18 PM
One thing I love about these review articles is the desire they generate to grab old figs and put 'em in play. Sadly, I don't own Morsbane so it ain't gonna happen. Impressive review. I was a little surprised not to see his synergy with Raelin listed. Six life with a four defense has some staying power. Raelin/Morsbane/Rats feels pretty scary from a bogged down perspective.

~Aldin, adding a couple squads of Minions and Marcu to complete the deal

I can't cover every base, baby! That's what the rest of you are for. Very good point about Raelin, ect. Borrow a Morsbane and go for it!

-Fezzik, looking desperatly on his keyboard for the key that has the little wiggly thing in front of Aldin's name

I beilieve the ~ thingy is called a tilde.


I could see him as a counter to mindshacklers.

idgit
February 16th, 2008, 10:23 AM
I have a stupid question about morsbane, his card states that if he rolls a 20 and destroys a unique figure, then he does not have to use a nagation marker.

My question is: If he rolls a 20 on onyx vipers, does he destroy only the one, and the other 2 escape from getting their powers negated ?

Rÿchean
February 16th, 2008, 10:27 AM
Yes, that is correct. The negation does not occur but you destroy the targeted Viper.

NFCfan
February 16th, 2008, 12:10 PM
morsbane is a pretty good q9 counter if you have a squad intensive army. Without his special attack q9 will never last long enough to make a dent in your common squads

Soul Shackle
February 16th, 2008, 02:26 PM
Very true about the commons. Morsbane is useless against them.
But I do love negating Braxas or Grimnak or Q9 or you know what I mean.

I was starting to wonder as I read if anyone would mention Braxas. My buddy and I play regular weekend games against our girls (his wife, my g/f), and Morsbane has recently begun playing a pivotal role, he's our anti-Braxas.

My buddy loves playing the KoW, but their high defense doesn't hold up to acid, apparently. I like using many commons. Braxas can be a royal pain against them. We have recently begun using Morsbane for this specific reason as early as pick 1 of the draft. Spend 100 points on Morsbane, leave 900 points to use without worrying about as nasty a squad-counter as Braxas, since the ladies have been scared of picking her against Morsbane since a game where she was negated followed by a game where she was 20ed.

I realize Braxas has weaknesses, particularly clogging up 210 pts of draft space, but even that may be more reason to use Morsbane against her. What really is her point worth without Flying or Acid Breath, 160? That's arguably a 25% chance of at least virtually dropping their points by 50 with a 5% chance at actually dropping it 210.

In my opinion, Neutured.

NFCfan
February 16th, 2008, 03:22 PM
i'd say braxas without acid breath and flying is only worth around 80 points, maybe 70. Cyprien also is terrible when negated, worth maybe 50 points

rdhight
June 24th, 2008, 03:16 PM
I just got Morsbane not long ago and have played him a couple times with Ulginesh. He's not roaringly powerful, but his independence of the elf wizard support group and ability to shoot away from engagement makes him flexible. Negating in addition to attacking is also a good perk.

One little optimization trick I didn't see here is to keep the chance of a 20 in mind when negating a unique squad. When you have multiple figures within range, aim at the one who has the most height, is locking down someone important, or for whatever reason is the one you would prefer to kill in case that 20 happens.

IAmBatman
June 24th, 2008, 03:21 PM
What I love about using Morsbane in an Ulginesh army is that you can roll for Negation at a much lower opportunity cost. When your order marker is on Morsbane himself, you're completely forgoing any ranged attacks that turn, and depending on Morsbane's placement, forgoing any attacks in general. Being able to move Morsbane, maybe attack with him, and make that negation roll in addition to moving and attacking with another elf wizard (likely from range) really makes me more willing to roll for negation enough times for the odds to be in my favor. It also gives Morsbane a lot more staying power, as there are usually other targets that are perceived as more immediate threats.

Elf_Archer
June 25th, 2008, 02:41 PM
That would really suck if the hive was Negated.

That pretty much kill his army right there.

IAmBatman
June 25th, 2008, 03:23 PM
And what's nice about Negation that I've struggled with when just trying to attack the Hive, is it doesn't matter how many little Marro have engaged you to keep you away from their Hive, you can still take a shot at Negation from 6 spaces away.

killercactus
June 26th, 2008, 04:58 PM
What I love about using Morsbane in an Ulginesh army is that you can roll for Negation at a much lower opportunity cost. When your order marker is on Morsbane himself, you're completely forgoing any ranged attacks that turn, and depending on Morsbane's placement, forgoing any attacks in general. Being able to move Morsbane, maybe attack with him, and make that negation roll in addition to moving and attacking with another elf wizard (likely from range) really makes me more willing to roll for negation enough times for the odds to be in my favor. It also gives Morsbane a lot more staying power, as there are usually other targets that are perceived as more immediate threats.

.... and he probably has Kyntela Gwyn hanging around. On top of that, he can negate that pesky area attack that kills all of your clumped Elves. I really need to swap Richards and 'Nashi out of the "standard elf army" and try him.

King of the Marro
July 2nd, 2008, 02:32 AM
This has become my sisters unit of choice. She has an uncanny ability to negate powers a lot.

Mr.Fullerton
July 2nd, 2008, 05:59 PM
Morsebane and Sonlen have become my dynamic duo. I have used Moresbane to negate Tor-Kul-Na, Cyperien, Grimnak and Ornak. Not all in the same game of course (well, the Grimnak and Ornak were in the same game.) Then I come in and sweep the common units with Sonlen. My friend hates when he sees me put them on the table. I love the defeated sounding sigh he makes.

King of the Marro
July 2nd, 2008, 07:11 PM
Morsebane and Sonlen have become my dynamic duo. I have used Moresbane to negate Tor-Kul-Na, Cyperien, Grimnak and Ornak. Not all in the same game of course (well, the Grimnak and Ornak were in the same game.) Then I come in and sweep the common units with Sonlen. My friend hates when he sees me put them on the table. I love the defeated sounding sigh he makes.

I lost because of that. There were three wounds on Morsbane, two on Grimnak and none on Ornak. Somehow Morsbane beat both of them and I lost. He had negated both of them earlier allowing my sisters squads to destroy my Heavies. (defeated sigh)

CptGorillaCakes
July 3rd, 2008, 01:02 AM
Ahhhh morsbane.... My dad had a thing for him, drafting him in every army.

those were the games I dominated in.

except for one where he got morsbane to destroy jotun on round 1.
other than that he had some craptacular battles with him

IAmBatman
July 7th, 2008, 01:15 AM
Fie on Morsbane. I played an army of Arrow Gruts x3, Swog x3, Mimring, Krug, Nilfheim, and the Marro Warriors against 700 points worth of Elf Wizards and though I still managed to pull off the victory, Morsbane made me sweat it by rolling 20's on both Mimring and Krug (I'd only attacked with Mimring once at that point, and hadn't even moved Krug). Had my cousin had a few more chances with Morsbane, she probably would've taken out Nilfheim as well and really sunk my chances.

Taeblewalker
July 7th, 2008, 09:54 AM
What I love about using Morsbane in an Ulginesh army is that you can roll for Negation at a much lower opportunity cost. When your order marker is on Morsbane himself, you're completely forgoing any ranged attacks that turn, and depending on Morsbane's placement, forgoing any attacks in general. Being able to move Morsbane, maybe attack with him, and make that negation roll in addition to moving and attacking with another elf wizard (likely from range) really makes me more willing to roll for negation enough times for the odds to be in my favor. It also gives Morsbane a lot more staying power, as there are usually other targets that are perceived as more immediate threats.

Morsbane and either Chardris or Jorhdawn seem like the best pairing options for Mind Link. I would always use Morsbane first to negate any defensive powers like Stealth Dodge and One Shield Defense.

A really nasty idea is to negate Brunak while he is in lava.

killercactus
July 11th, 2008, 08:52 AM
How about using Morsbane in the Battle Above Cursed Lands tourney at Gencon? It would be really funny to negate a unit and watch them take wounds at the end of every round....

Hooray 1000 posts!

Taeblewalker
July 11th, 2008, 07:29 PM
How about using Morsbane in the Battle Above Cursed Lands tourney at Gencon? It would be really funny to negate a unit and watch them take wounds at the end of every round....

Hooray 1000 posts!

+rep for that - and it gave you another green chicklet.

Tai-Pan
June 8th, 2009, 03:32 PM
A really nasty idea is to negate Brunak while he is in lava.

Would he then have to roll for lava damage, or would that only take effect after another turn marker is placed on Brunak and he moves and still ends up in lava?

Hmm. I was thinking Brunak wouldn't roll until his turn, at which point he could move out of the lava and avoid the roll. However, his rear hex would be in the lava for the first move, does that mean he still has to roll? If so, I'm loving this strategy.

Taeblewalker
June 8th, 2009, 09:07 PM
A really nasty idea is to negate Brunak while he is in lava.

Would he then have to roll for lava damage, or would that only take effect after another turn marker is placed on Brunak and he moves and still ends up in lava?

Hmm. I was thinking Brunak wouldn't roll until his turn, at which point he could move out of the lava and avoid the roll. However, his rear hex would be in the lava for the first move, does that mean he still has to roll? If so, I'm loving this strategy.

I believe the rule is to go by the front hex, so if he is next to the edge of the lava pool he can move out safely. However, I was thinking that he was placed in lava to be adjacent to a number of enemies, and that your opponent has an order marker on him. Now, either he stays in place and rolls for lava damage before attacking, or he tries to move - possibly taking leaving engagement strikes - and possibly the enemies have him boxed in so he can't move, which is a distinct possibility if enemies have closed in on him.

kpotassiumk19
June 8th, 2009, 10:45 PM
A really nasty idea is to negate Brunak while he is in lava.

Would he then have to roll for lava damage, or would that only take effect after another turn marker is placed on Brunak and he moves and still ends up in lava?

Hmm. I was thinking Brunak wouldn't roll until his turn, at which point he could move out of the lava and avoid the roll. However, his rear hex would be in the lava for the first move, does that mean he still has to roll? If so, I'm loving this strategy.

I believe the rule is to go by the front hex, so if he is next to the edge of the lava pool he can move out safely. However, I was thinking that he was placed in lava to be adjacent to a number of enemies, and that your opponent has an order marker on him. Now, either he stays in place and rolls for lava damage before attacking, or he tries to move - possibly taking leaving engagement strikes - and possibly the enemies have him boxed in so he can't move, which is a distinct possibility if enemies have closed in on him.

I think that Brunak will not be effected because I believe the rules say when you move onto a molten lava space, so with any figure, you can stay on that lava space for as long as you want if you rolled a 20, as long as you don't move onto another one.

This leads me to my next question, although this may be the wrong place to ask it:

Would a doubled space figure be able to cross a one hex wide lava river?

I say yes because technically molten lava is like water because of the fact that you have to end your movement. However, if that is illegal space for that figure to stay on, they should be allowed to pass over the lava without rolling the d20 as long as they don't step on a legal space for them to stop.

Taeblewalker
June 8th, 2009, 10:47 PM
A really nasty idea is to negate Brunak while he is in lava.

Would he then have to roll for lava damage, or would that only take effect after another turn marker is placed on Brunak and he moves and still ends up in lava?

Hmm. I was thinking Brunak wouldn't roll until his turn, at which point he could move out of the lava and avoid the roll. However, his rear hex would be in the lava for the first move, does that mean he still has to roll? If so, I'm loving this strategy.

I believe the rule is to go by the front hex, so if he is next to the edge of the lava pool he can move out safely. However, I was thinking that he was placed in lava to be adjacent to a number of enemies, and that your opponent has an order marker on him. Now, either he stays in place and rolls for lava damage before attacking, or he tries to move - possibly taking leaving engagement strikes - and possibly the enemies have him boxed in so he can't move, which is a distinct possibility if enemies have closed in on him.

I think that Brunak will not be effected because I believe the rules say when you move onto a molten lava space, so with any figure, you can stay on that lava space for as long as you want if you rolled a 20, as long as you don't move onto another one.

This leads me to my next question, although this may be the wrong place to ask it:

Would a doubled space figure be able to cross a one hex wide lava river?

I say yes because technically molten lava is like water because of the fact that you have to end your movement. However, if that is illegal space for that figure to stay on, they should be allowed to pass over the lava without rolling the d20 as long as they don't step on a legal space for them to stop.

They still have to roll; but if they make it, they can keep going.

kpotassiumk19
June 8th, 2009, 11:10 PM
Okay. I was curious because I swear I read somewhere that they have to end their movement like what happens on water.

Taeblewalker
June 8th, 2009, 11:42 PM
Okay. I was curious because I swear I read somewhere that they have to end their movement like what happens on water.

A single-space figure would.

If a double-space figure moves onto two water hexes, then yes. But if it moves onto only one, it can continue moving. With both water and lava, a double-space figure that enters the first hex either climbs onto land on the other side and keeps going (assuming it survives the lava) or it stops at the next water/lava hex, without rerolling for lava damage. If the double-space figure, on its next turn, moves onto yet a third lava space, he would likewise have to stop again, and roll for damage again (or if it was a third water space in a row, he would simply stop).

kpotassiumk19
June 9th, 2009, 07:42 AM
Okay. I was curious because I swear I read somewhere that they have to end their movement like what happens on water.

A single-space figure would.

If a double-space figure moves onto two water hexes, then yes. But if it moves onto only one, it can continue moving. With both water and lava, a double-space figure that enters the first hex either climbs onto land on the other side and keeps going (assuming it survives the lava) or it stops at the next water/lava hex, without rerolling for lava damage. If the double-space figure, on its next turn, moves onto yet a third lava space, he would likewise have to stop again, and roll for damage again (or if it was a third water space in a row, he would simply stop).

Okay, I understand it now. So basically the double spaced figure doesn't have to stop on the first lava space, but still has to roll the d20. If they survive they can continue moving until they hit the second lava space (considering it is next to the first) then they have to stop but don't have to roll for lava damage.

So this is what I had wrong. I thought you had to roll when you stop, but really it is immediately. Also, you only have to roll once per turn.